108,632 Commits over 3,867 Days - 1.17cph!
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Fixed some jitter matrix issues.
Updating dungeon grid test scene
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
added Reloading AI event.
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Various fixes, mipmap settings etc.
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Chase state faces target if LOS
fixed missing meshes on water_catcher_large and _small static prefabs
merge from minicopter_push_fix
merge from /minicopter_dismount
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- Use plane collision instead of world for water bubble FX.
- Removed manual culling for bubbles, instead keeping a plane at the water's surface for collision culling instead.
- Instead of needing world collision to cull the bubbles inside the sub when in the sub is moving reverse, just don't show bubbles FX at all for players who are mounted to the sub.
Fixed players mouths not moving when voice chatting
Add collision damage and collision particle effect for submarines
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Fix reversed IsSwimming check
Increase flip torque on the kayak since I can't flip it with the value it had
Tidying up push code.
- Added a standard push procedure to BaseVehicle (previously the method was blank), unifying a base push that can be overridden if desired for different vehicle types, but kept if a "standard" push is okay. Handles pushing in any direction and flipping over. Currently used for modular cars and submarines.
- MiniCopter, Kayak, and MotorRowboat keep their custom pushes.
- Moved the rigidbody wake and metabolism subtraction on push to BaseVehicle, since it's the same for all pushes, even the custom ones. Boat and kayak pushes subtracted two calories instead of 3 like the others. Rather than add yet another parameter, standardised them all to 3.
- Moved push validity checks in MotorRowboat and Kayak out of DoPushAction and into CanPushNow.
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Added pushing to submarines. Allow pushing in shallow water as long as the player isn't actually swimming
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